draw_actor_name(actor, x+60, y)
draw_actor_class(actor, x + 194, y)
draw_actor_level(actor, x+60, y + 32)
draw_actor_state(actor, x + 140, y + 32)
draw_actor_exp(actor, x+60, y + 64)
draw_actor_hp(actor, x + 236, y + 32)
draw_actor_sp(actor, x + 236, y + 64)
end
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
end
end
end
def refresh
self.contents.clear
@item_max = $game_party.actors.size
@column_max = 2
y = (FRONT_MEMBER_LIMIT+1)/2 * 64 + 28
self.contents.font.size = 16
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 92, 28, "战斗人数")
self.contents.draw_text(4, y, 92, 28, "待机人数")
for i in 0...$game_party.actors.size
x = 64 + i%2 * 224
y = i/2 * 72 + 24
actor = $game_party.actors
if i >= FRONT_MEMBER_LIMIT
y += 32
self.contents.font.color = disabled_color
self.contents.draw_text(x, y, 120, 32, actor.name)
else
draw_actor_name(actor , x , y )
end
#draw_actor_graphic(actor, x - 40, y + 64)
testname=actor.id.to_s + "_f"
bitmap=Bitmap.new("Graphics/Pictures/#{testname}")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) #——可自己调整大小
self.contents.blt(0, y, bitmap, src_rect)
unless NO_PARAMETER_ACTORS.include?(actor.id)
draw_actor_level(actor , x + 94, y )
draw_actor_hp(actor , x, y + 16)
draw_actor_sp(actor , x, y + 32)
draw_actor_state(actor , x, y + 48)
end
end
end